清除RenderTask/MaterialRenderList多余代码

This commit is contained in:
hyzboy 2025-06-06 00:23:27 +08:00
parent 427340132f
commit bc987e7d7b
3 changed files with 3 additions and 12 deletions

View File

@ -102,7 +102,7 @@ protected:
bool BindVAB(const MeshDataBuffer *,const uint); bool BindVAB(const MeshDataBuffer *,const uint);
void ProcIndirectRender(); void ProcIndirectRender();
void Render(RenderItem *); bool Render(RenderItem *);
public: public:

View File

@ -41,8 +41,6 @@ namespace hgl::graph
bool Set(IRenderTarget *rt); bool Set(IRenderTarget *rt);
void Set(Camera *c){camera=c;} void Set(Camera *c){camera=c;}
void Restart(); ///<复位数据,清空渲染列表
bool RebuildRenderList(SceneNode *); bool RebuildRenderList(SceneNode *);
bool IsEmpty()const; ///<是否是空的,不可渲染或是没啥可渲染的 bool IsEmpty()const; ///<是否是空的,不可渲染或是没啥可渲染的

View File

@ -42,14 +42,6 @@ namespace hgl::graph
return(true); return(true);
} }
void RenderTask::Restart()
{
if(!render_list)
return;
render_list->Clear();
}
bool RenderTask::RebuildRenderList(SceneNode *root) bool RenderTask::RebuildRenderList(SceneNode *root)
{ {
if(!root) if(!root)
@ -58,7 +50,8 @@ namespace hgl::graph
if(!render_list) if(!render_list)
return(false); return(false);
render_list->Clear(); //记往不需要也千万不要手动render_list->Clear因为那会完全释放掉所有数据
//render_list->Expend会自己复位所有数据但并不释放内存
render_list->Expend(root); render_list->Expend(root);
return(true); return(true);